ChimericDream
First Post
So, I'm working on my homebrew, and I found a class that I want to use, but it makes liberal use of spells found in Dragon magazine. I've found a few of these online in various forums, and removed others from the class's spell list, but there were a few that sounded like something the class needed. So, I did my best to come up with spells of the same name that seemed to capture at least what I think the original spells were used for.
Any suggestions on how to improve these?
Any suggestions on how to improve these?
Lighten Load - Originally in Dragon magazine #317
Transmutation
Level: Sor/Wiz 3, Tnk 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Individual or creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
They were chuckling at the gnome, for he had picked up much more than it seemed he could easily carry. In fact, there was some doubt as to whether he would be able to move at all. However, with a word and a quick gesture, he trotted right out the door, to the disbelief of the rest of the tavern's patrons.
With this spell, you are able to treat your load as though it weighed half as much. This allows for smaller characters to carry larger amounts of gear, etc. For example, Dalrick has a strength score of 10, giving him a light load of 33 lb. or less. With this spell, a load of 66 lb. or less would be considered light for Dalrick.
Note: This spell does not affect any other aspects of the character's strength, such as ability to use heavy items, weapon attack and damage rolls, strength checks made for any reason, etc. It merely allows a character to carry twice as much gear as they would be able to otherwise.
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Deactivate - Originally in Dragon magazine #304 (called Disanimate in the magazine)
Transmutation
Level: Cle 5, Sor/Wiz 5, Tnk 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct or animated object within range
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes
Upon completion of this spell, the caster gestures toward the intended target, which must make a Fortitude save. If the save fails, the target suffers various effects according to the following table:
HD Effect
Equal to caster level Stunned for 1 round. This is an exception to the rule that constructs and animated objects are immune to stunning attacks.
Up to caster level -1 Slowed for 1d4 rounds, stunned 1 round
Up to caster level -5 Paralyzed for 2d4 rounds, slowed 1d4 rounds, stunned 1 round
Up to caster level -10 "Killed" - The target is no longer considered a construct or animated object. It becomes a mundane item. (i.e. - Iron golem becomes a statue.)
Focus: A small wrench.
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Durability - Originally in Dragon magazine #305
Transmutation
Level: Sor/Wiz 2, Tnk 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (object)
You are able to increase the resilience of your equipment. The target of this spell has its hardness increased by 2.
Note: Multiple castings of durability do not stack. An object's hardness can only be increased by 2 using this spell.
Material Component: A pouch of powder containing a mixture of steel, iron, and adamantine worth 50gp.